The Reaver’s Fate

Quest Giver: Cydonie of Argonnessen in the Gianthold
Level: 14 Raid
Patron: Agents of Argonnessen (6/12/18)
Length: long
Entry Point: Main Entrance to the Gianthold Tor, inside the Gianthold camp
Prereqs: To enter this quest, you must have completed the pre-raid, Gianthold Tor, and defeated all three of the end dragons, being ‘blooded’ by all three dragons. Cydonie will have advanced you to enter the raid after that.
Recommended Party: 3 clerics, 3 casters, 3 dps builds, 3 tanks, bard is a welcome substitute for anyone of the above
Base Experience: 6,540
Quest Info:
--Creatures: air, earth and fire elementals. And the Stormreaver.
--Traps: None to disarm, just some mean spikes in the ceiling

Walkthrough:

New Info: Reaver has a bypassable DR. He's got 10/Mithril (15 on hard, 20 on elite). This is now able to be bypassed with Transmuting weapons! Yay!

Step 1: Gather your party inside the entrance. Step up into the archway, past the line in the floor, but do not go in up to the pillars. Moving into the room will start the quest. This is a good place to stand and buff and discuss the strategy.

Step 2: Buffing. Everyone will need Tumble, and Lightning Resist. These are the most important. After that would be Greater Heroism, Jump, Stone Skin, Blur, Acid Resist, Cold Resist, Fire Resist. At this point you can re-enter the quest. It is wise to have the few people (hopefully no more than 2) who did the buffing step out and refill power.

Step 3: Get into position. Swing around the pillar to the left. Do not wander in to the room and start it up yet. Have everyone stand in the small alcove at the base of the pillar next to the wall. Straight Across from you is another Pillar. The Main Tank will stand across in that alcove. When set, have the tank go grab the Reaver and bring him in. This will start the quest timer.

Step 4: Getting the Balls Rolling. Now, if you haven’t been in here before, you might have noticed the skulls on the ceiling. The goal here is to get them all moving by waiting out the Stormreaver while he lights them up. Set up crowd control in front of the party, Otto’s Sphere of Dancing in combination with Mind Fog works great. Have everyone but the main tank pick off the air elementals as they come spawning in. The tank slowly begins widdling away at the Reaver’s massive health bar.

This process can take awhile. Every time lightning orb from the Reaver hits a skull, it spawns more air elementals. And he will often hit the same skull more than once while you wait to get them all moving.

While all this is happening, the electrical build up around the Reaver will build up a static charge in those closest to him. Now, this is both good and bad. The static build up will make you feel all warm and tingly, but if it builds up too much, you get blasted. It will only affect the Main Tank in this set up, but if anyone want to get warm and tingly, they can stand near the Reaver and let the static build up. There are some good benefits of the tingly, the third and fourth stages include super-tumble, massive hitpoints and crazy mana-regen. The mana regen will kick in on the 3rd charge up. First: minor static charge. Second: Major static charge. Third: minor electrical field. Once you reach this stage as a caster, back out and lash out with your crazy mojo regen.

Part way through the battle the Stormreaver will start getting frustrated. He will then switch gravity on you and slam you in to the ceiling. This is why you are standing close to the pillar. Ride the pillar up the wall, the tumble buff and the ramp at the top/base of the pillar will help slow your fall and reduce your damage. By the way, feather fall does no good during this. If you are in the middle of the room when gravity switches you are launched into a barrage of spikes. There is no save and you will die. Death in the Stormreaver’s Sanctum is bad. He has a soul magnet sitting up in the attic that will grab your soul and hold it. You can not be raised until someone is able to come up to get you.

During all of this, you are not allowed to kill the Stormreaver. You can hurt him, take him down to 15% of his health, but do not kill him.

Step 5: It’s a bird. It’s a plane. It’s SuperDwarf! So you have lasted this long, you have all the skulls rolling, elementals are pretty much under control. Well, who knows why, maybe he screws up his Reverse Gravity, or maybe his inner dwarf is trying to help you, but the Stormreaver casts fly on whoever has agro. Oh, and the better your swim check, the faster you fly. So swim dwarf, Swim!!!

The first tank to get fly (I say tank because high hitpoints is very helpful for this) flies up through the gap in the middle of the ceiling. Now this tank has a choice. There is a path east and west. East will take you to the "Dead Room" where any dead allies are hangin out with their souls. If you need to get people back up, better go this way first. It is a long and difficult flight, so be sure to have some self healing. Pulling this lever will drop everyones soulstones down into the middle of the main chamber.

The next tank to get fly has to head up (or the first, if you skip the dead room) and go through the ceiling, but this time head west. This is a shorter flight, and it is possible to fly to the end, pull the lever there and fly back. If you don’t make it, dead room guy can always send ya back downstairs.

Once the lever in the west room is pulled, it will lower one of the two barriers to the west. Now you can kill the Reaver to drop the other western barrier.

Step 6: Are you a Mastermind? The next room leads to the complicated Doomsday Disarm Device. A cool game of mastermind with elementals. Here are the rules: there are 6 possible colors and 4 blank slots. Using a limited amount of choices (and time) you need to figure out which 4 colors go in the blank slots.

The only clues you get are the 4 little orbs to the side of each puzzle line. After you put in your color guess, pull the lever. The little orbs will light up black or white if you have chosen the right color. Black means you have a color that is in the right position, white means you have chosen the right color, but it is in the wrong position. Every time you choose a wrong combination, a couple of elementals will spawn. They could be fire, earth or air.

Once you get the combination correct, the quest completes and the force barriers to the attic rooms drop. Clear out all the elementals before the dead room guy comes out though, the soul magnet is still working and you have no way to get back up there.

If you are having problems with the game, there is a ddo thread post with a strategy for it at: Puzzle Solvers.
These puzzle solvers for both the Reaver and the Shroud are excellent. Props to Semargl for designing such a great resource.

End Reward: standard loot choice, be sure to grab it to restart your quest timer.